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Officer
Officer
The Officer
Role Support unit
Men per Squad 1
Unit Cost 260Icon Manpower Small 260
2Icon PopCap Small 2
Upkeep per Minute 3.45Icon Manpower Small 3.45
Produced By Sturm Armory
Health per Man 140Icon Health Small 140
Infantry Type Infantry
Basic Weapon 1xLuger Pistol
Max. Speed 3 m/s
Abilities (4)
Ability Field Medical Kit
Medical Kit
  • The entire squad will slowly heal.
  • Costs 35Icon Munitions Small 35 to activate
  • Duration: 60 seconds
  • Cooldown: 60 seconds


Supervision

  • Reduces the unit creation time of any Supervised Structure. Officer will Supervise until ordered elsewhere.
  • Costs nothing
  • Cooldown: 10 seconds


Observed Fire

  • A tight cluster of 81mm Mortar rounds will fall accurately on the chosen target area
  • Costs 150Icon Munitions Small 150 to activate
  • Cooldown: 30 seconds


Propwar
Force Retreat
  • Force any Enemy Infantry Squad to immediately retreat.
  • Costs 50Icon Munitions Small 50
  • Cooldown: 30 seconds

The Officer is an infantry unit of the Axis' Wehrmact.

Description

While few in numbers, Officers are the backbone of the Axis infantry machine, often leading their troops directly into battle. Since they were only armed with a semi-automatic Luger pistol, the Officers instead provide the ability to call in artillery strikes against Allied forces. Their strict and honorable military tradition can also improve the efficiency of production-based structures.

Tips

  • Officers are not combat units. They can't kill anything, and even though they have a lot of health and very good armor types they should generally stay away from the front lines.
  • They get Elite armor at Veterancy level 2. This combined with their extremely high Health and large natural health regeneration(which stacks further with the one they get at Veterancy level 1) makes them hard to kill, even with snipers thanks to the Officer's Infantry_Heroic critical armor.
  • Because of this and the fact he has a large detection radius(equal to the Motorcycle the Officer can be a decent sniper spotter.
  • He can be used as a cheaper alternative to Knight's Cross Holders when trying to grab a contested Victory Point at the endgame. He is cheaper, has enough health to survive two sniper shots at Vet 3, is hard to hit with artillery because he's a one-member unit, captures 50% faster than Knight's Cross Holders and can use Force Retreat on enemy units already on the point/attacking during capture.
  • Of course because all of the above the Officer also makes very good general capping unit.
  • While expensive, the Observed Artillery is accurate, fast and very damaging. Sneaking an Officer behind enemy lines guarantees taking out Allied artillery emplacements(Howitzer, 17 Pounder) in one barrage.
  • Observed Artillery is also of note for players who picked Blitzkrieg Doctrine as it's the only one that does not posess any off-map artillery at all(and lacks Munitions-burning abilities in general).
  • The officers' Supervision ability is mostly useful in team games where you can actually have more resources than ways to spend them. Though it should be noted that it also reduces build time of structures, so it might be useful when trying to quickly place a Bunker or the 88 Flak.

Weaknesses

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Officer

As like all infantry, he is vulnerable to all enfilading (including flamethrowers), mortar, tank, anti-tank and artillery fire. As the Officer only carriers a Luger (handgun) for protection, he is also very vulnerable to most small arms fire, although he is far harder to be suppressed and pinned, and snipers need two shots to kill him. Make sure an officer has a clear way to reach a target to do Observed Fire ability, or enemy units will kill him before the officer spot the target.

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